basic boolean states problems - java

I am trying to write a piece of code so that when a key is pressed it will execute something, but then the key will have to be released and then repressed again in order to retrigger the event. So if the user just holds down the key, it wont keep doing it over and over, instead they will have to press and release repeatedly.
So far, I have:
if(keyLifted)
{
if(Keyboard.isKeyDown(45))
{
keyLifted = false;
dostuff;
}
else if(Keyboard.isKeyDown(46))
{
keyLifted = false;
dostuff();
}
else
{
keyLifted = true;
}
}
but this is flawed for obvious reasons (it will only reset the key to being unlifted if the key is already lifted: if the key was pressed, it wont be set to unpressed). I have tried a couple variations, but I just cant get it to work.
Thanks in advance for any help!

You should use a KeyListener to capture keyboard events. Here you go:
public class KeyListenerExample extends JFrame {
public KeyListenerExample() {
addKeyListener(new KeyAdapter() {
private boolean keyLifted;
public void keyReleased(KeyEvent e) {
keyLifted = true;
}
public void keyPressed(KeyEvent e) {
keyLifted = false;
switch (e.getKeyChar()) {
case 45:
doStuff();
break;
case 46:
doStuff();
break;
}
}
});
setVisible(true);
setDefaultCloseOperation(EXIT_ON_CLOSE);
}
private void doStuff() {
System.out.println("stuff");
}
/**
* #param args
*/
public static void main(String[] args) {
new KeyListenerExample();
}
}
I just kept the keyLifted because it is in your example. But I think for the usual keyboard stuff you don't need it.

Related

How do I run loops while keeping events running?

I have a question about using events to run loops since doing so seems to lock down the thread. For example I have an nativeMousePressed and nativeMouseReleased event and I am trying to execute some code continuously while the mouse is pressed and then stop when its released. I tried to do this by creating a static boolean variable in another manager class and then setting it to true when the mouse is being pressed and false when the mouse is released. Then I decided to make a while loop that gets called from inside that nativeMousePressed event that uses the boolean value I talked about earlier. The issue is that no events can be called while that while loop is running which means the boolean value when never become false creating an infinite loop. How can I run the while loop while keeping the events running as well?
I assume this has to do with the thread being locked down but I have not worked with stuff like this much and would like some help figuring out how to run both these things in parallel.
public class NativeMouseEvent implements NativeMouseListener {
Program program = new Program();
#Override
public void nativeMouseClicked(org.jnativehook.mouse.NativeMouseEvent e) {
}
#Override
public void nativeMousePressed(org.jnativehook.mouse.NativeMouseEvent e) {
if(e.getButton() == 1 && Controller.threeClicked) {
Controller.fixAim = true;
program.start();
}
}
#Override
public void nativeMouseReleased(org.jnativehook.mouse.NativeMouseEvent e) {
program.interrupt();
Controller.fixAim = false;
}
}
Here is what my second thread is running...
public class Program extends Thread {
public void run() {
while(Controller.fixAim) {
System.out.println("test");
}
}
Here my second attempt which also gives me an error saying that this.program is null.
public class NativeMouseEvent implements NativeMouseListener {
Program program;
#Override
public void nativeMouseClicked(org.jnativehook.mouse.NativeMouseEvent e) {
}
#Override
public void nativeMousePressed(org.jnativehook.mouse.NativeMouseEvent e) {
if(e.getButton() == 1 && Controller.threeClicked) {
Controller.fixAim = true;
if(program != null) {
program = new Program();
program.start();
}
}
}
#Override
public void nativeMouseReleased(org.jnativehook.mouse.NativeMouseEvent e) {
program.interrupt();
program = null;
Controller.fixAim = false;
}
}
Start a tread on mouse down and stop the tread on mouse up. In the thread do circle drawing.
Something like below java code. Note: it is just an example. You need to make changes to make it work in your android environment.
public class Test {
Thread drawTask;
public void mouseDown() {
drawTask = new Thread(()-> {
int i = 0;
try {
for(;;) {
System.out.print("\rDrawing circle " + i++);
Thread.sleep(500);
}
} catch(InterruptedException e) {
System.out.println("finished drawing circle.");
}
});
drawTask.start();
}
public void mouseUp() {
if(drawTask != null) {
drawTask.interrupt();
drawTask = null; //<--- make sure you do this
}
}
public static void main(String[] args) {
Test test = new Test();
Scanner in = new Scanner(System.in);
System.out.println("type anything and press Enter to simulate mouse down/up");
in.next();
test.mouseDown();
in.next();
test.mouseUp();
in.next();
in.close();
}
}

MouseEntered event called for every nearby label

I am having issues while trying to make a highlighting 'label' that changes its icon, okay, so when MouseEntered event is being called for one jLabel, every nearby label's event is also being called and their icon is being changed. I've tried to disable that by using variable to deny changing other jLabel icons but it remains the same like it's being called at the same moment without letting the program storing values in variable and performing if checks, here's the code:
private int OverlayButton = -1;
private void jLabel1MouseEntered(java.awt.event.MouseEvent evt) {
SetButton( 1 );
}
private void jLabel1MouseExited(java.awt.event.MouseEvent evt) {
ResetButton( 1 );
}
private void jLabel2MouseEntered(java.awt.event.MouseEvent evt) {
SetButton( 2 );
}
private void jLabel2MouseExited(java.awt.event.MouseEvent evt) {
ResetButton( 2 );
}
private void jLabel3MouseEntered(java.awt.event.MouseEvent evt) {
SetButton( 3 );
}
private void jLabel3MouseExited(java.awt.event.MouseEvent evt) {
ResetButton( 3 );
}
public void SetButton( int button ) {
if( OverlayButton == -1 ) {
OverlayButton = button;
System.out.println( "SetButton method | (BUTTON-ID:"+ button+ ") ." );
switch( button ) {
case 1: {
jLabel1.setIcon(new javax.swing.ImageIcon(getClass().getResource("/Agendicus/SecondaryCalendar.png")));
}
case 2: {
jLabel2.setIcon(new javax.swing.ImageIcon(getClass().getResource("/Agendicus/SecondaryNotification.png")));
}
case 3: {
jLabel3.setIcon(new javax.swing.ImageIcon(getClass().getResource("/Agendicus/medal (1).png")));
}
case 4: {
}
}
}
else {}
}
public void ResetButton( int button ) {
if( OverlayButton != -1 ) {
switch( button ) {
case 1: {
jLabel1.setIcon(new javax.swing.ImageIcon(getClass().getResource("/Agendicus/calendar-with-a-clock-time-tools.png")));
}
case 2: {
jLabel2.setIcon(new javax.swing.ImageIcon(getClass().getResource("/Agendicus/notifications-button.png")));
}
case 3: {
jLabel3.setIcon(new javax.swing.ImageIcon(getClass().getResource("/Agendicus/medal (2).png")));
}
}
System.out.println( "ResetButton method | (BUTTON-ID:"+ button+ ") | Setting OverlayButton to -1." );
OverlayButton = -1;
}
}
I've also tried using resetting icons under each event for different jLabels, but unsuccessfuly.
Add break in your case my friend.. Add break.
case 1: {
jLabel1.setIcon(new javax.swing.ImageIcon(getClass().getResource("/Agendicus/SecondaryCalendar.png")));
break;
}
case 2: {
jLabel2.setIcon(new javax.swing.ImageIcon(getClass().getResource("/Agendicus/SecondaryNotification.png")));
break;
}
case 3: {
jLabel3.setIcon(new javax.swing.ImageIcon(getClass().getResource("/Agendicus/medal (1).png")));
break;
}
Omitting the break statement cause each subsequent case to be executed.
For posterity, I want to point that the the switch statement was unnecessary and therefore the error you encountered was completely avoidable. Had you used, for one example, a custom class that implements MouseListener and takes the icon paths you wish to transition between as arguments your code would have been easier for others to follow when you have questions and need help. Here's an example that eliminates the source of your problem.
public static class LabelListener implements MouseListener {
private ImageIcon newIcon;
private ImageIcon defaultIcon;
private JLabel label;
public LabelListener(JLabel label, String newIconPath, String defaultIconPath) throws IOException{
this.label = label;
this.label.setSize(100, 100);
this.newIcon = new ImageIcon(newIconPath);
this.defaultIcon = new ImageIcon(defaultIconPath);
this.label.setIcon(this.defaultIcon);
}
#Override
public void mouseEntered(MouseEvent evt){
this.label.setIcon(this.newIcon);
}
#Override
public void mouseExited(MouseEvent evt){
this.label.setIcon(this.defaultIcon);
}
#Override
public void mousePressed(MouseEvent evt){
}
#Override
public void mouseClicked(MouseEvent evt){
}
#Override
public void mouseReleased(MouseEvent evt){
}
}
Good that you have written the correct way of implementing the listener. However the problem that he had in his code is of not using break. If you are using switch-case, you need to use break. I think it is just a miss.

java keylistener on linux

I'm trying to write a game in java3d on Linux and for that I need a proper KeyListener.
Did anyone of you know how to do it? I'm currently using following code, I found somewhere on the net. It's working pretty good, holding down just one key, but as soon, as I press more than one (like space and w) it will do unexpected things...
public class RepeatingReleasedEventsFixer implements AWTEventListener {
private final HashMap<Integer, ReleasedAction> _map = new HashMap<Integer, ReleasedAction>();
public void install() {
Toolkit.getDefaultToolkit().addAWTEventListener(this, AWTEvent.KEY_EVENT_MASK);
}
public void remove() {
Toolkit.getDefaultToolkit().removeAWTEventListener(this);
}
#Override
public void eventDispatched(AWTEvent event) {
assert event instanceof KeyEvent : "Shall only listen to KeyEvents, so no other events shall come here";
assert assertEDT(); // REMEMBER THAT THIS IS SINGLE THREADED, so no need for synch.
// ?: Is this one of our synthetic RELEASED events?
if (event instanceof Reposted) {
// -> Yes, so we shalln't process it again.
return;
}
// ?: KEY_TYPED event? (We're only interested in KEY_PRESSED and KEY_RELEASED).
if (event.getID() == KeyEvent.KEY_TYPED) {
// -> Yes, TYPED, don't process.
return;
}
final KeyEvent keyEvent = (KeyEvent) event;
// ?: Is this already consumed?
// (Note how events are passed on to all AWTEventListeners even though a previous one consumed it)
if (keyEvent.isConsumed()) {
return;
}
// ?: Is this RELEASED? (the problem we're trying to fix!)
if (keyEvent.getID() == KeyEvent.KEY_RELEASED) {
// -> Yes, so stick in wait
/**
* Really just wait until "immediately", as the point is that the subsequent PRESSED shall already have been
* posted on the event queue, and shall thus be the direct next event no matter which events are posted
* afterwards. The code with the ReleasedAction handles if the Timer thread actually fires the action due to
* lags, by cancelling the action itself upon the PRESSED.
*/
final Timer timer = new Timer(2, null);
ReleasedAction action = new ReleasedAction(keyEvent, timer);
timer.addActionListener(action);
timer.start();
_map.put(Integer.valueOf(keyEvent.getKeyCode()), action);
// Consume the original
keyEvent.consume();
}
else if (keyEvent.getID() == KeyEvent.KEY_PRESSED) {
// Remember that this is single threaded (EDT), so we can't have races.
ReleasedAction action = _map.remove(Integer.valueOf(keyEvent.getKeyCode()));
// ?: Do we have a corresponding RELEASED waiting?
if (action != null) {
// -> Yes, so dump it
action.cancel();
}
// System.out.println("PRESSED: [" + keyEvent + "]");
}
else {
throw new AssertionError("All IDs should be covered.");
}
}
/**
* The ActionListener that posts the RELEASED {#link RepostedKeyEvent} if the {#link Timer} times out (and hence the
* repeat-action was over).
*/
private class ReleasedAction implements ActionListener {
private final KeyEvent _originalKeyEvent;
private Timer _timer;
ReleasedAction(KeyEvent originalReleased, Timer timer) {
_timer = timer;
_originalKeyEvent = originalReleased;
}
void cancel() {
assert assertEDT();
_timer.stop();
_timer = null;
_map.remove(Integer.valueOf(_originalKeyEvent.getKeyCode()));
}
#Override
public void actionPerformed(#SuppressWarnings ("unused") ActionEvent e) {
assert assertEDT();
// ?: Are we already cancelled?
// (Judging by Timer and TimerQueue code, we can theoretically be raced to be posted onto EDT by TimerQueue,
// due to some lag, unfair scheduling)
if (_timer == null) {
// -> Yes, so don't post the new RELEASED event.
return;
}
// Stop Timer and clean.
cancel();
// Creating new KeyEvent (we've consumed the original).
KeyEvent newEvent = new RepostedKeyEvent((Component) _originalKeyEvent.getSource(),
_originalKeyEvent.getID(), _originalKeyEvent.getWhen(), _originalKeyEvent.getModifiers(),
_originalKeyEvent.getKeyCode(), _originalKeyEvent.getKeyChar(), _originalKeyEvent.getKeyLocation());
// Posting to EventQueue.
Toolkit.getDefaultToolkit().getSystemEventQueue().postEvent(newEvent);
// System.out.println("Posted synthetic RELEASED [" + newEvent + "].");
}
}
/**
* Marker interface that denotes that the {#link KeyEvent} in question is reposted from some
* {#link AWTEventListener}, including this. It denotes that the event shall not be "hack processed" by this class
* again. (The problem is that it is not possible to state "inject this event from this point in the pipeline" - one
* have to inject it to the event queue directly, thus it will come through this {#link AWTEventListener} too.
*/
public interface Reposted {
// marker
}
/**
* Dead simple extension of {#link KeyEvent} that implements {#link Reposted}.
*/
public static class RepostedKeyEvent extends KeyEvent implements Reposted {
public RepostedKeyEvent(#SuppressWarnings ("hiding") Component source, #SuppressWarnings ("hiding") int id,
long when, int modifiers, int keyCode, char keyChar, int keyLocation) {
super(source, id, when, modifiers, keyCode, keyChar, keyLocation);
}
}
private static boolean assertEDT() {
if (!EventQueue.isDispatchThread()) {
throw new AssertionError("Not EDT, but [" + Thread.currentThread() + "].");
}
return true;
}
}
I can't be the only one who still runs into this - meanwhile 15 y.o. - problem and don't want to use timers...
EDIT: What this code is doing is fix the known problem on any Linux distri, where you add a simple KeyListener, which handles keyDowns, but invokes keyReleased Event repeatedly. To clearify my problem here a simple example
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import javax.swing.JFrame;
public class Test5 extends JFrame{
public Test5() {
addKeyListener(new KeyListener() {
boolean keydown = false;
#Override
public void keyTyped(KeyEvent arg0) {
// TODO Auto-generated method stub
}
#Override
public void keyReleased(KeyEvent arg0) {
keydown = false;
System.out.println("keyup");
}
#Override
public void keyPressed(KeyEvent arg0) {
if (keydown){
System.out.println("key is down");
} else {
System.out.println("key not down");
}
keydown = true;
}
});
setDefaultCloseOperation(EXIT_ON_CLOSE);
setSize(400, 400);
setVisible(true);
//new RepeatingReleasedEventsFixer().install(); // This line will fix it for one key pressed
}
public static void main(String[] args) {
new Test5();
}
}
The output without the line being commented out:
key not down
keyup
key not down
keyup
key not down
keyup
key not down
keyup
key not down
keyup
otherwise:
key not down
key is down
key is down
key is down
key is down
key is down
key is down
key is down
key is down
key is down
keyup
Btw. How come, that it's not beeing fixed by now?
EDIT:
I tried the KeyBindings, as suggested, where it comes to these problems:
public class Test5 extends JFrame{
long timestamp = 0;
public Test5() {
((JComponent)getComponent(0)).getInputMap().put(KeyStroke.getKeyStroke('a'), "a");
((JComponent)getComponent(0)).getActionMap().put("a", new AbstractAction() {
#Override
public void actionPerformed(ActionEvent e) {
System.out.println("time: "+(System.currentTimeMillis()-timestamp));
timestamp = System.currentTimeMillis();
}
});
((JComponent)getComponent(0)).getInputMap().put(KeyStroke.getKeyStroke('s'), "s");
((JComponent)getComponent(0)).getActionMap().put("s", new AbstractAction() {
#Override
public void actionPerformed(ActionEvent arg0) {
System.out.println("s");
}
});
((JComponent)getComponent(0)).getInputMap().put(KeyStroke.getKeyStroke('d'), "d");
((JComponent)getComponent(0)).getActionMap().put("d", new AbstractAction() {
#Override
public void actionPerformed(ActionEvent arg0) {
System.out.println("d");
}
});
setDefaultCloseOperation(EXIT_ON_CLOSE);
setSize(400, 400);
setVisible(true);
new RepeatingReleasedEventsFixer().install(); // This line will fix it for one key pressed
}
/**
* #param args
*/
public static void main(String[] args) {
new Test5();
}
Holding down "a" will give me following output:
time: 4171
time: 501
time: 30
time: 30
time: 30
Where the second time is the actual problem. It takes about 470ms too long.
Holding down "s" and then somewhne pressing "d" will give me that output:
s
s
s
s
d
d
d
d
d
So I can't process two actions as the same time, so I can't use KeyBindings
This is not an answer, it is a long comment with a picture and some explanations.
I used your Test5 (without RepeatingReleasedEventsFixer) to hold down a and measure the time responses. The output is of the form
time: t1
time: t2
time: t3
time: t3
time: t3
...
t1 is meaningless since it depends on the current time and has nothing to do with response time (you also seem to ignore it).
t2 is the time it takes for the OS to realize that you're holding the key for repeated input.
t3 is the "sample time" of the held key, or a discretization of the input.
I'm using Windows where I have the following control panel options:
Repeat delay allows me to set t2 between ~257 (short) and ~1050 (long).
Repeat rate allows me to set t3 between ~407 (slow) and ~37 (fast).
For Linux, you'll have to consult someone / somewhere on how to change these values if you don't already know how to.
As for using multiple keys, see this question and answer and the excellent link within (especially the "Motion With Multiple Keys Pressed" section). It's a short tutorial and analysis of key bindings and key listeners, similar to the one I sent you to on this site.
Key bindings will always be preferred over key listeners unless maybe there is some very low level thing you want to do.
After days of researching and putting stuff together, I ended up writing my own Listener combined with a KeyEventDispatcher, here is the code for someone running into the same problem. It can and should be optimized, but is working for now:
Klass to test if a specific key is pressed:
import java.awt.KeyEventDispatcher;
import java.awt.KeyboardFocusManager;
import java.awt.event.KeyEvent;
import java.util.HashMap;
public class IsKeyPressed {
private static boolean wPressed = false;
private HashMap<Integer, Boolean> keys = new HashMap<Integer, Boolean>();
public IsKeyPressed() {
KeyboardFocusManager.getCurrentKeyboardFocusManager().addKeyEventDispatcher(new KeyEventDispatcher() {
#Override
public boolean dispatchKeyEvent(KeyEvent ke) {
synchronized (IsKeyPressed.class) {
switch (ke.getID()) {
case KeyEvent.KEY_PRESSED:
keys.put(ke.getKeyCode(), true);
break;
case KeyEvent.KEY_RELEASED:
keys.put(ke.getKeyCode(), false);
break;
}
return false;
}
}
});
}
public static boolean isWPressed() {
synchronized (IsKeyPressed.class) {
return wPressed;
}
}
public boolean isPressed(int keyCode){
synchronized (IsKeyPressed.class) {
if (keys == null)
return false;
if (keys.get(keyCode) == null)
return false;
return keys.get(keyCode);
}
}
}
Abstract class, thats beeing used for the actions.
public abstract class KeyActionListener {
protected int keyCode;
public KeyActionListener(int keyCode) {
this.keyCode = keyCode;
}
public void setKeyCode(int keyCode){
this.keyCode = keyCode;
}
public int getKeyCode(){
return this.keyCode;
}
public abstract void onKeyDown();
public abstract void onKeyUp();
public abstract void onKeyHolding();
}
Start listening to the keys and run the actions.
import java.util.ArrayList;
import java.util.HashMap;
public class KeyThread extends Thread{
private int sleep = 3;
ArrayList<KeyActionListener> listener = new ArrayList<KeyActionListener>();
IsKeyPressed isPressed = new IsKeyPressed();
HashMap<KeyActionListener, Boolean> pressed = new HashMap<KeyActionListener, Boolean>();
public KeyThread() {
this.start();
}
public void run() {
while (true){
for (int i = 0; i < listener.size(); i++) {
KeyActionListener curListener = listener.get(i);
if (isPressed.isPressed(curListener.getKeyCode()) && !pressed.get(curListener)){
curListener.onKeyDown();
pressed.put(curListener, true);
} else if(!isPressed.isPressed(curListener.getKeyCode()) && pressed.get(curListener)) {
curListener.onKeyUp();
pressed.put(curListener, false);
}
if(isPressed.isPressed(curListener.getKeyCode())){
curListener.onKeyHolding();
}
try{
Thread.sleep(sleep);
} catch(InterruptedException e){
}
}
}
}
public void addKeyActionListener(KeyActionListener l){
listener.add(l);
pressed.put(l, false);
}
}

Java Multiple key presses and release

I've tried searching how to handle multiple key presses in java but all the solutions I've found are assuming that all keys are pressed.
I'm creating a very simple game where an image that I loaded will be moving along a canvas. i want it to move left, right, and jump by using the left, right, and up arrow keys. My problem is that, when I press the left and right keys, they work perfectly fine. But, when I press the up arrow key, it just jumps and stops moving all together.
I have an array list of all keys pressed and a run() method that checks all the keys pressed and does the specific job. But java only remembers the latest key that I pressed and it doesn't call the run() method once I press the up arrow key.
What do you suggest I do? I've tried threads but they mix up my code (or maybe I did something wrong?).
Here's my code:
public class Moving implements KeyListener {
ProgramClass bg; //this is another class
Set<Integer> pressed = new HashSet<Integer>();
public Moving (ProgramClass aa) {
bg = aa;
}
public void keyPressed (KeyEvent ae) {
pressed.add(ae.getKeyCode());
run();
}
public void keyTyped (KeyEvent ae) {
}
public void keyReleased (KeyEvent ae) {
pressed.remove (ae.getKeyCode());
if (bg.left==false) {
if (ae.getKeyCode()==KeyEvent.VK_UP) {
bg.yy -=40;
}
}
run();
}
public void run () {
if (bg.left==true) {
if (pressed.contains(KeyEvent.VK_A)) {}
if (pressed.contains(KeyEvent.VK_D)) {
if (bg.pic==true)
bg.pic = false;
else
bg.pic = true;
if (bg.x==-550)
bg.x = -2;
else
bg.x -= 2;
}
}
if (bg.left==false) {
if (pressed.contains(KeyEvent.VK_LEFT)) {
if (bg.pic==true)
bg.pic = false;
else
bg.pic = true;
if (bg.x==550)
bg.x = 2;
else
bg.x += 2;
}
if (pressed.contains(KeyEvent.VK_RIGHT)) {}
if (pressed.contains(KeyEvent.VK_UP)) {
bg.yy -=40;
}
}
}
}
Thanks!

Swing GUI not updating

I'm writing an application that reads in audio, analyses this data and then displays the results in realtime. Currently I am using a SwingWorker to run the loop that initiates the background analysis and calling the SwingUtilities.invokeLater method inside the loop to update the GUI components each time analysis has completed. At the moment, the GUI seems to be updating randomly, and occasionally not at all.
The following code shows how I'm trying to accomplish this. The TunerListener is an inner class of a JPanel subclass. PrevNote, nextNote, frequency, and the light variables are all components in the JPanel subclass that I want to update:
private class TunerListener implements ActionListener {
private boolean firstUpdate = true;
private boolean executing = false;
private TunerWorker tunerWorker = null;
private final class TunerWorker extends SwingWorker<Void, Void> {
#Override
protected Void doInBackground() {
while (!this.isCancelled()) {
// Audio analysis in worker thread
model.update(firstUpdate);
// Update components in EDT
if (!this.isCancelled()) {
SwingUtilities.invokeLater(new Runnable() {
#Override
public void run() {
prevNote.setText(model.getPrev());
currentNote.setText(model.getNote());
nextNote.setText(model.getNext());
frequency.setText("Frequency: "
+ model.getFrequency());
switch (model.getOffset()) {
case -2:
light_2.setIcon(onRed);
light_1.setIcon(off);
light0.setIcon(offBig);
light1.setIcon(off);
light2.setIcon(off);
break;
case -1:
light_2.setIcon(off);
light_1.setIcon(onRed);
light0.setIcon(offBig);
light1.setIcon(off);
light2.setIcon(off);
break;
case 0:
light_2.setIcon(off);
light_1.setIcon(off);
light0.setIcon(onGreen);
light1.setIcon(off);
light2.setIcon(off);
break;
case 1:
light_2.setIcon(off);
light_1.setIcon(off);
light0.setIcon(offBig);
light1.setIcon(onRed);
light2.setIcon(off);
break;
case 2:
light_2.setIcon(off);
light_1.setIcon(off);
light0.setIcon(offBig);
light1.setIcon(off);
light2.setIcon(onRed);
break;
}
firstUpdate = false;
}
});
}
}
return null;
}
#Override
protected void done() {
}
};
#Override
public void actionPerformed(ActionEvent ae) {
if (ae.getActionCommand().equals("tune")) {
if (!executing) {
executing = true;
firstUpdate = true;
tune.setText("Stop Tuning");
tunerWorker = new TunerWorker();
tunerWorker.execute();
} else {
tune.setText("Start Tuning");
executing = false;
tunerWorker.cancel(true);
}
}
}
}
Edit
I notice when I use the debugger that I sometimes get to a point where it tells me the source could not be found and in the debugging window it says something about a FutureTask$Sync.innerRun. Does this narrow it down at all?
As an alternative, use an instance of javax.swing.Timer, illustrated here, to Start and Stop the playing of a selected Note, shown here. The play() method feeds a SourceDataLine, which operates asynchronously, and the enum Note makes constructing a JComboBox particularly easy.
final JComboBox combo = new JComboBox();
for (Note note : Note.values()) {
combo.addItem(note);
}
combo.addActionListener(new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
System.out.println(combo.getSelectedItem());
}
});
this.add(combo);

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